// Exemplo de arquivo de descricao de cena para POV-ray // Last edited on 2020-12-08 11:07:41 by jstolfi #version 3.6; // ====================================================================== // CORES E TEXTURAS background{ color rgb < 0.75, 0.80, 0.85 > } #declare tx_plastico = texture{ pigment{ color rgb < 0.10, 0.80, 1.00 > } finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 } } #declare tx_fosca = texture{ pigment{ color rgb < 0.300, 0.800, 0.400 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_vermelho = texture{ pigment{ color rgb < 1.00, 0.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } #declare tx_verde = texture { pigment{ color rgb < 0.00, 1.00, 0.00 > } finish{ diffuse 0.9 ambient 0.1 } } // Defines // ====================================================================== // Macros #macro garra() union { object{box { <-0.5, -0.05, -0.5>, <0.5, 0.05, 0.5> // near lower left corner, far upper right corner }} } #end #macro mao(M1,M2) union { object{box {<-0.7, -0.1, -0.7>, <0.7, 0.1, 0.7> }} object{ garra() translate<0, 0, 0.5> rotate <-M1,0,0> translate <0, 0, 0.7> } object{ garra() translate<0, 0, -0.5> rotate translate <0, 0, -0.7> } } #end #macro antebraco(AR,AL,AF,M1,M2) union { object{cylinder {<-2, 0, 0>, <2, 0,0 >, 0.2 }} object{mao(M1,M2) translate<0.7,0,0> rotate translate <2, 0, 0> } } #end #macro braco(B,AR,AL,AF,M1,M2) union { object{cylinder {<-2, 0, 0>, <2, 0,0 >, 0.2 }} object{antebraco(AR,AL,AF,M1,M2) translate <2, 0, 0> rotate <0, 0, B> translate <2, 0, 0> } } #end #macro corpo(BR,BL,BF,B,AR,AL,AF,M1,M2,EBR,EBL,EBF,EB,EAR,EAL,EAF,EM1,EM2) union { object{box {<-1, -1, -3>, <1, 1, 3>} } object{sphere {<0, 0, 0>, 1} translate <0, 0, 4>} object{braco(B,AR,AL,AF,M1,M2) translate <2, 0, 0> rotate translate <1, 0, 1> } object{braco(EB,EAR,EAL,EAF,EM1,EM2) translate <2, 0, 0> rotate scale <-1.0, 1.0, 1.0> translate <-1, 0, 1> } } #end #macro interpola1(tt, tt0,tt1, vv0,vv1) #local rr = (tt - tt0)/(tt1 - tt0); #local vv = (1-rr)*vv0 + rr*vv1; vv; #end #macro robo_vet(vetor) union { object{corpo(vetor[0],vetor[1],vetor[2],vetor[3],vetor[4],vetor[5],vetor[6],vetor[7],vetor[8],vetor[9],vetor[10],vetor[11],vetor[12],vetor[13],vetor[14],vetor[15],vetor[16],vetor[17]) texture{ tx_fosca}} } #end #macro robo_mov(tt) #local vetor0 = array[18]; #local vetor1 = array[18]; #local vetorP = array[18]; #local i = 0; #local vetor0[0] = 90; #local vetor0[1] = 60; #local vetor0[2] = 0; #local vetor0[3] = -20; #local vetor0[4] = 0; #local vetor0[5] = 0; #local vetor0[6] = 0; #local vetor0[7] = 0; #local vetor0[8] = 0; #local vetor0[9] = 90; #local vetor0[10] = 60; #local vetor0[11] = 0; #local vetor0[12] = -20; #local vetor0[13] = 0; #local vetor0[14] = 0; #local vetor0[15] = 0; #local vetor0[16] = 0; #local vetor0[17] = 0; #local vetor1[0] = 90; #local vetor1[1] = 0; #local vetor1[2] = 0; #local vetor1[3] = 90; #local vetor1[4] = 0; #local vetor1[5] = 0; #local vetor1[6] = -90; #local vetor1[7] = 0; #local vetor1[8] = 0; #local vetor1[9] = 45; #local vetor1[10] = 0; #local vetor1[11] = -90; #local vetor1[12] = -90; #local vetor1[13] = 0; #local vetor1[14] = 0; #local vetor1[15] = 0; #local vetor1[16] = -90; #local vetor1[17] = -90; #while ( i < 18) #local vetorP[i] = interpola1(tt,0,1,vetor0[i],vetor1[i]) #local i = i + 1; #end union { object{ robo_vet(vetorP) } } #end // ====================================================================== // DESCRI��O DA CENA // Partes da cena: #include "eixos.inc" // Aqui est� a cena, finalmente: union{ object{ eixos(3.00) } #local kk = 0; #local nn = 12; #while (kk < nn) #local tt = kk/nn; #local ang = (0.8*tt + 0.6)*pi; object {robo_mov(tt) rotate 90*z translate 40 * < cos(ang), sin(ang), 0 > } #local kk = kk+1; #end } #include "camlight.inc" #declare centro_cena = < -20.00, 3.00, 0.00 >; #declare raio_cena = 40.0; #declare dir_camera = < 10.00, -3.00, 8.00 >; #declare dist_camera = 5*raio_cena; #declare intens_luz = 1.20; camlight(centro_cena, raio_cena, dir_camera, dist_camera , z, intens_luz)